Werebeasts
On RP Acquired Races
Afflictions are ‘Application Only’.
Applicants will be asked various questions after the initial form down below.
As an afflicted person, it is not guaranteed that you will live long. You are playing a risky curse, you will need to be cautious and roleplay accordingly to ensure you survive relatively well.
The general information is on their respective pages, yet accepted applicants will get extra info and tips on their afflicted to avoid being meta-gamed by malicious individuals. As always metagaming, in general, will be heavily punished.
The main goal here is to drive RP with a healthy amount of conflict instead of of the afflictions as just being mechanically enhanced, and PvP monkeys.
If you discover unbalanced exploits that heavily flavors your build, we ask that you open a ticket referencing the ability or exploit so we can fix it before it becomes a problem. If players are caught with proof, knowingly using unbalanced means to ‘bully’ or exploit their strength in a dishonorable way, it will result in removal from the afflicted table.
Have fun with it, be open-minded about your stories interweaving with others, and as always, stay awesome. Let’s see where this goes OG!
((Last updated: 21.8.2025))

Current lineup of Lycans:
Werewolf: Agile, fierce, and strong, these Lycans can be found in packs or be lone hunters in the wild. Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts.
Werebear: Lumbering around, these Lycans are typically not as malevolent as their counterparts when in control, but they won’t hesitate to take a swipe if you get too close. Solitary creatures, Werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion especially evil lycanthropes.
Wererats: Crafty and often working in groups resembling thieves’ guilds, these Lycans are typically driven by self-motivation. A Wererat clan operates much like a thieves’ guild, with Wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan’s control are quickly hunted down and killed.
Weretiger: They live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups. They don’t like to pass on their curse, because every new Weretiger means competition for territory and prey.
What’s the difference between them?
Despite their differences, the Lycans share the same abilities, except for Wererats. They receive DEX instead of STR.
Werebears and Weretigers are also only allowed to have 1 pack member.
Affliction
Everything changes, nothing perishes
How to Become Afflicted
Afflicted Application form and Player info in the ticket!
(This is set up to be copy-pasted into Discord)
**Discord Name:**
**Character Name:**
**Race:**
**Class/Subclass:**
**Clan:**
**Desired Affliction:** Lycan (Name type here)
**Desired beast/Hybrid fur color:** White, Black, or Grey
**/act & disguise name (shift + H):** The act name and disguise name you will use, for staff tracking use should a report come in.
**Some backstory of your character, and recent events shaping them:**
**What are you looking to do with your affliction if it was granted? What is the goal?:**
**How would this affliction help you drive your own character’s story, along with the story of other players on the server?:**
**Do you understand, that should you be breaking rules, or behave toxically towards others in the community we will reserve the right to strip you of your affliction?:** (Yes/No)
Lycans
“Slaves to the moon and hunger, the beast might never be tame..”

Ability Score Increases: (If not already set to or above)
Strength: 4
Constitution: 3
Perception: 4
Stealth: 3
+1 AC while in hybrid or beast form (Natural Armor)
Lifespan:
Same lifespan as base race
Size:
Medium Humanoid
Speed:
Your base walking speed is 2 foundations. (3 while in wolf or hybrid-form)
Alignment: Chaotic Evil – Enforced
Type:
Monstrous Humanoid
Languages:
The languages they knew originally
Werewolf
A Werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far — a furred and well-muscled humanoid body topped by a ravening wolf’s head. A Werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite. Most Werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts.
Affliction Features

Ability Score Increases: (If not already set to or above)
Strength: 4
Constitution: 4
Perception: 7
+1 AC while in hybrid or beast form (Natural Armor)
Lifespan:
Same lifespan as base race
Size: Medium Humanoid
Speed:
Your base walking speed is 2 foundations. (3 while in bear or hybrid-form)
Alignment: Neutral Good – Enforced
Type:
Monstrous Humanoid
Languages:
The languages they knew originally
Werebear
Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. A Werebear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a Werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it. Solitary creatures, Werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion especially evil lycanthropes.
Affliction Features

Ability Score Increases: (If not already set to or above)
Strength: 4
Constitution: 3
Perception: 2
Stealth: 4
Lifespan:
Same lifespan as base race
Size: Medium Humanoid
Speed:
Your base walking speed is 2 foundations in all forms.
Alignment: Lawful Evil – Enforced
Type:
Monstrous Humanoid
Languages:
The languages they knew originally
Wererat
Wererats are cunning lycanthropes with sly, avaricious personalities. In their humanoid and hybrid forms, Wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a Wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat. A Wererat clan operates much like a thieves’ guild, with Wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan’s control are quickly hunted down and killed. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds.
Affliction Features

Ability Score Increases: (If not already set to or above)
Strength: 4
Constitution: 3
Perception: 5
Stealth: 4
Lifespan:
Same lifespan as base race
Size: Medium Humanoid
Speed:
Your base walking speed is 2 foundations. (2.5 in tiger or hybrid-form)
Alignment: Neutral – Enforced
Type:
Monstrous Humanoid
Languages:
The languages they knew originally
Weretiger
Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can. They don’t like to pass on their curse, because every new weretiger means competition for territory and prey. Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups.